adding brdf, but virtual is probably terrible for performance
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@@ -1,8 +1,24 @@
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#pragma once
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#include <glm/glm.hpp>
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struct Payload
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{
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glm::vec3 accumulatedRadiance = glm::vec3(0);
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glm::vec3 accumulatedMaterial = glm::vec3(0);
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};
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struct Ray
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{
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glm::vec3 origin;
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glm::vec3 direction;
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uint32_t depth = 0;
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Payload payload;
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};
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struct HitInfo
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{
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float t;
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glm::vec3 position;
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glm::vec3 normal;
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glm::vec2 texCoords;
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};
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